Synrec

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Devlog #2:
- Steam

Synopsis:
Following the disappearance of Hilda Callisto 5 years ago, her niece, Juno Callisto journeys to Nexus City to in order to inherit her legacy.

Features:

Befriend the citizens of Nexus City and use your powers as a rune shaman to sync souls and form an Avatar!

Juno 3 Jul 2021 13_17_43.png

Juno 3 Jul 2021 13_19_25.png

The avatar state grants you stat bonuses and skills based on how well your relationship with that person is in game.

It is a system which directly ties into the progression of the world at large by allowing certain missions to become accessible as well.

Skills are not only obtained from the avatar system but can be learnt on your own as well:
Juno 3 Jul 2021 13_20_32.png

With the absolutely massive database of skills, there are filter and sort modes for ease of navigation.

There is a unique equipment system implemented which uses runes instead of the classic Weapon slot and armor slot
Juno 3 Jul 2021 13_23_22.png

Juno 3 Jul 2021 13_23_08.png

You can place as many runes as you want and can provided you adhere to the limit.

Freely reconfigure the game to suit your play comfort

Juno 3 Jul 2021 13_24_46.png

Wishlist Juno on Steam to help support the game!
 
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Reinarc

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This looks really customized, how fun. I have a pretty crazy week at work but if I have time I'll try it out for ya. Just wanted to give a shoutout to the awesome customization and obvious effort put in.
 

Synrec

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This looks really customized, how fun. I have a pretty crazy week at work but if I have time I'll try it out for ya. Just wanted to give a shoutout to the awesome customization and obvious effort put in.
Thanks, I'll try for a demo release when I finish organizing mission data and events for the game.

That part is a mix of using the engine and raw code so it's taking a while
 

ShadowDragon

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your maps looks amazing, would like to play the demo once it out.
and see how the battle system turned out.

keep up the amazing work :)
 

Crazya

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I just want to say, this looks really promising! I love games where your decisions can make an impact on the game. (I mean the relationships between the character and npcs).

I’d love to try this however, as unique as the crafting system is... I just want to say; I’m colorblind lol. I’m not sure how you would deal with this for colorblind people but I thought I’d point that out.

either way! Good luck with your project!
 

Synrec

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I just want to say, this looks really promising! I love games where your decisions can make an impact on the game. (I mean the relationships between the character and npcs).

I’d love to try this however, as unique as the crafting system is... I just want to say; I’m colorblind lol. I’m not sure how you would deal with this for colorblind people but I thought I’d point that out.

either way! Good luck with your project!
Colourblind is a serious consideration so ill have to convert the essence colors into actual shapes. Thanks for bringing up that point
 

ShadowDragon

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@Synrec incase of actual shapes, you can leave it in the way it is,
but you can make a option at the start "normal", "colorblind" or something
like that.

there aren't many people colorblind, but still, they exist, but however you approach
it is also totally up to you :)

depending on the mechanic used.
 

Crazya

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Thank you for looking into it!


@Synrec incase of actual shapes, you can leave it in the way it is,
but you can make a option at the start "normal", "colorblind" or something
like that.

there aren't many people colorblind, but still, they exist, but however you approach
it is also totally up to you :)

depending on the mechanic used.

When I say colorblindness, I mean red-green or any other form of color blindness. For the record, 1 out of 12 men has red-green colorblindness. There are more than you think lol
 

ShadowDragon

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@Crazya 1 on 12 is alot, mosre like 1/10000 or something like that what
I assume, but it's not really available where I live or not that they mention it though.
all the people I know arent color blind or for specific colors.

but it's more than I would realize.
 

Synrec

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@Synrec incase of actual shapes, you can leave it in the way it is,
but you can make a option at the start "normal", "colorblind" or something
like that.

there aren't many people colorblind, but still, they exist, but however you approach
it is also totally up to you :)

depending on the mechanic used.
Why I opted to shapes is because of the types of color blindness it has, shapes make everything easier yet at the same time I'll probably have to add a 'core' to my projectiles so that colorblind people may see them.
 

Synrec

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Hey everyone, I changed the crafting gfx a bit so that the 'gems' don't looks the same. Should be a lot easier for colorblind people to work with.

 

ShadowDragon

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that looks pretty nice :) also better than the same shape.
keep up the amazing work :)
 

Synrec

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Rune equipment system
 

ShadowDragon

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I'm going to test and report back how it is :)

EDIT:
after playing a bit, nicely done, not sure where the demo ends or what to do.
battle start up seems laggy (can be if it's online), even battle itself is a bit laggy,
but once you win the battle, you must press X instead of Z to continue, but wasn't
explained that you need to press X.

graphics and dashing animation are nicely done,
I love the animated battle field, maybe an improved version of megaman
victory layout, I love the S rank and time done on it.

AI might not be perfect yet, because it sticks on the front row, making it easy
to slash to win the battle easy.

as for the town, I love it, specially jump into the water and out if not deep.

Really well done.

PS: well I dont know exactly where to go, the first look into the game,
it looks really promising :)

but I try later to figure out where to go or where you can go.
The minimap is also nicely done and camera movement.

Keep up the awesome work :)
 
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Synrec

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I'm going to test and report back how it is :)

EDIT:
after playing a bit, nicely done, not sure where the demo ends or what to do.
battle start up seems laggy (can be if it's online), even battle itself is a bit laggy,
but once you win the battle, you must press X instead of Z to continue, but wasn't
explained that you need to press X.

graphics and dashing animation are nicely done,
I love the animated battle field, maybe an improved version of megaman
victory layout, I love the S rank and time done on it.

AI might not be perfect yet, because it sticks on the front row, making it easy
to slash to win the battle easy.

as for the town, I love it, specially jump into the water and out if not deep.

Really well done.

PS: well I dont know exactly where to go, the first look into the game,
it looks really promising :)

but I try later to figure out where to go or where you can go.
The minimap is also nicely done and camera movement.

Keep up the awesome work :)
Probably the online version lagging a bit? Itch.io has the files available for download.

I'll see to placing a "press [X] to continue" text on the victory window.

As for the AI, I figure I have to erase non-moveable paths then if it simply gets stuck on a position.

Thanks a ton for the feedback!

EDIT:

The demo doesn't really have a end but if you visit the cave in the east in Verdress, you can face the chimera boss.

The aim of the game is to create an open style story but I may now have to consider adding linearity.
 

ShadowDragon

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the path can go anywhere, but a tiny bit of direction (while the game itself have
path to change as explained, so if you can explain the town, and more details
like a manual or what you have to do for the end goal, than it would be nice.

I will try the download version to see if the battle part improved, but your battle
is one of a kind (for now), and I really love the layout.

so I see what more will come. I just going to check every corner of the game,
and definitly try the chimera boss when found to report on the fight.

also, I check a bit more + hardglitching where possible and give feedback or
sugestions on those (whatever you do with it, is your choice).

but it might be later this week when times allow it.
 

Synrec

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the path can go anywhere, but a tiny bit of direction (while the game itself have
path to change as explained, so if you can explain the town, and more details
like a manual or what you have to do for the end goal, than it would be nice.

I will try the download version to see if the battle part improved, but your battle
is one of a kind (for now), and I really love the layout.

so I see what more will come. I just going to check every corner of the game,
and definitly try the chimera boss when found to report on the fight.

also, I check a bit more + hardglitching where possible and give feedback or
sugestions on those (whatever you do with it, is your choice).

but it might be later this week when times allow it.
After you beat the chimera boss, that's it for bosses, no other goal unless you want to try out crafting or buy and configure your runes.

The chimera boss has an added difficulty if you fight it again after beating it the first time.

You can learn swimming by taking the mission at the town hall.

I need to make a demo playthrough video...

The game demo isn't long, but it does have enough elements to pose a challenge
 

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